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Barrahir MacLyon

Hero of Tamriel, Wrothgar, the Covenant, the Aldmeri Dominon, the Emberheart Pact, the Dragonguard, Murkmire, Elsweyr, Clockwork City; Grand Master Crafter, Guardian of Galen, Champion of Vivek, Savior of Morrowind, Summerset (a.k.a. The Vestige, Moon Hallowed)

As a mortal, Barrahir was sacrificed to Molag Bal by Mannimarco as part of a dark ritual in 2E 582.  He may have been chosen by the Adamantine Tower to be a savior to the many corners of Tamriel, with many crises such as the Three Banners War, the schemes of Daedric Princes, and the Dragons ravaging Elsweyr happening in such a short amount of time.  
"I died, but that was only the beginning...I awoke in Oblivion. My body is intact, but my soul has been torn from my body." —The Vestige

Physical Description

General Physical Condition

Specialized Equipment

Mental characteristics

Personal history

Barrahir comes from a small noble family in High Rock known for its soldiers. In fact the MacLyon House is known for starting and providing for the Dragoons.  An elite unit of Cavalry that almost every generation of MacLyon Serves in.     He served in King Emerics Army for 5 years, Acheiving the equivalent Rank of a Warlord.  When the Three Banners War broke out, he lead the forces of the Daggerfall Covenant.  Leaders of the Aldmeri Dominion and Ebonheart pact alike feared when he was on the field.  His career ended iin Daggerfall when he was tricked into rescuing a prisoner and he was knocked out and abducted.  He awoke to find himself in line to be killed and sacrificed by Mannimarco.  Thus ended his career.   All was not lost for he reformed perfectly in Cold Harbor.  It was theorized by sages that if one had Anuic qualities outside of a soul and came into contact with Padomaic Creatia, they would be able to form a near perfect body and mind identical to the one they left behind.  Unfortunatley for Mannimarco and indeed Molag Bal, Barrahir proved this theory for the sages.     He met Lyris Titanborn, and together they found the Prophet, the form of Emperor Vallus who allowed them to get freedom from Cold Harbor.  Barrahir Returned to Daggerfall newly formed, but soulless.  He would regain his soul after he lead The Twelve Saviors and the Alliances in an invasion of Cold Harbor where he freed Meridia's Hollow City, Defeated Molag Bal, and stopped the Planemeld.  Though his soul was regained, he acheived an unexpected boon:  He was effectively immortal because he could reform a new identical Body and Mind.  This proved to be a great advantage in his conflicts to come.

Employment

One of Tamriels Rare Grand Master Crafters

 

Accomplishments & Achievements

Before being Sacrificed he was The Warlord of the Daggerfall Covenant  
Alignment
Chaotic Good
Current Status
Hero of Tamriel
Species
Man
Ethnicity
Age
38
Date of Birth
2E 544
Children
Current Residence
Castle MacLyon, Daggerfall
Sex
Male
Eyes
Dark Blue
Hair
Long Gold Blond
Skin Tone/Pigmentation
Blush White Tone
Height
6' 5"
Weight
312
Belief/Deity
Druid
Aligned Organization
 
UESRPG 3e
NameBarrahir MacLyon
Age38
GenderMale
RaceBreton
Sizestandard
Elite Advances
BirthsignThe Lord
XP (total: 74999)
Attributes
Str End Ag Int Wp Prc Prs Lck
71 99 25 99 74 41 41 50
SB EB AB IB WB PcB PsB LkB
7 9 2 9 7 4 4 5

Lucky Numbers Unlucky Numbers

Health P55 / 55 Magicka P113 / 113
Wound Thresh.16 Stamina P11 / 11
Speed11 Luck P5 / 5
Init Rating15 Action P3 / 3
Carry Rating46 Total ENC28, minimal
Armor & Wounds
 Head: 0 
 AR: 13 / 11 
 Superior Rubedite Juggernaut
ENC: 5
 
L.Arm: 9Body: 1-5R.Arm: 8
AR: 13 / 11AR: 13 / 11AR: 13 / 11
Superior Rubedite Juggernaut
ENC: 5
Superior Rubedite JuggernautSuperior Rubedite Juggernaut
ENC: 5
  
 L.Leg: 7R.Leg: 6 
 AR: 13 / 11AR: 13 / 11 
 Superior Rubedite Juggernaut
ENC: 5
Superior Rubedite Juggernaut
ENC: 5
 
Armor Notes+4 AR +2 Mar +6 Temporary HP vs. Physical Attacks0 / 0
Shield BR: 17 / 15 , (Medium) Superior Rubedite - ENC: 3
Wounds
Conditions
Talents
Brawler, Gladiator, God of War
+1 DoS GoW minimum 5, Free Defensive Reaction 1/round
Dauntless Bulwark
No Attack of oppurtunities against allies
Quick Draw
1st Ready Weapon does not cost AP
Team work Back to Back
Unarmed Prowess, Unarmed Defender
+SB To unarmed Damage, Parry without weapon
Master Alchemist, Manifold Enchanter
The character increases the strength of alchemical ingredients by 10% (stacks to 20% with Alchemist [School]) and never suffers from alchemical backfires.   The character can create cast, strike, and constant enchantments with up to three effects/spells instead of just one.
Grandmaster
Profession (Smith, Clothier, Carpenter, Jeweler, Cook) Alchemy Enchantment
Tactician
Allies of this character may use the character’s initiative result in place of their own when determining initiative for combat
Die Hard, Unstoppable
The character can re-roll failed Endurance tests to resist the shock effects of a wound, or to avoid death, but only once per test.   The character halves the passive effects of wounds.
Enduring, Iron Jaw, Iron Will, Meditation, Rapid Recovery
The character halves the penalties imposed by levels of fatigue.   The character is always entitled to an Endurance test to avoid being knocked back, knocked down, or stunned.   The character may reroll failed Willpower tests to resist any form of mental manipulation or coercion (but only once per test).     By spending a short rest in uninterrupted meditation the character doubles their normal Magicka and Stamina point regeneration.   The character doubles their natural healing rate, and heals 1d4 HP on a short rest.    
Stubborn, Fearless
Stubborn   The character may reroll failed Panic tests, but only once per test.   The character may reroll failed Horror tests, but only once per test.  
Wall of Steel
The character increases the AR and BR of any armor and shields worn by +1. Additionally the character ignores the speed penalty from any armor worn.  
Eldritch Knight
The character ignores penalties to Spellcasting skill tests imposed by wearing armor equal to their skill rank in the relevant school of magic multipled by 10 (Apprentice ignoring -10, Journeyman ignoring -20, and Adept ignoring -30, etc.)
Big Words
The character can use the Lore skill in place of the Deceive skill in appropriate situations
Healer
The character can make a Restoration test and spend 10 magicka to perform an hour long ritual in order to treat a wound that they or another character has so that it can begin to heal naturally.
Spell Sword, Thought Caster
The character can cast a spell purely by thought.   The character does not need to speak or have hands free in order to cast spells. This halves the penalties of casting in armour.
Arms Master
No penalty for untrained weapons
Defender
As a 1 AP defensive reaction the character can switch positions with an ally within 1 meter if that ally is attacked, become the new target of the attack, and either block, parry, or counter it (does not require an additional AP to be spent). Counter attacking in this way can be done before the character has their first turn in combat
Unrelenting
Enemies within melee range of the character cannot take the disengage action.
Alchemist (All Schools)
With Master Alchemist all Potions and Poisons are 20% More Effective
Traits
Breton Resistance
(Magic,2)
Breton Magic
Powerwell (10)
Skills & Specializations
Skill / Spec. Rank Bonus Base TN
Destruction Master (50) - 124
Alchemy Master (50) - 154
Alteration Master (50) - 124
Sword, Great Sword, Heavy Armor Shields Master (50) - 121
Medium armor, Bow Expert (40) - 65
Command Expert (40) - 143
Commerce Adept (30) - 71
Enchan Master (50) - 143
Investigate (research, canvassing) Expert (40) - 143
Logic Expert (40) - 143
Lore (Daedra) Expert (40) +10 153
Dwemer Expert (40) +10 153
Oblivion Expert (40) +10 153
Antiquities Expert (40) +50 153
Materials Expert (40) +50 153
Warfare Expert (40) +50 153
Navigate Adept (30) - 132
Profession (Smith) Master (50) - 153
Profession (Clothier) Master (50) - 153
Profession (Carpenter) Master (50) - 153
Profession (Chef) Master (50) - 153
Profession (Jeweler) Master (50) - 152
Restoration Adept (30) - 104
Ride Master (50) - 75
Stealth Journeyman (20) - 65
Survival Expert (40) - 143
Evade Adept (30) - 55
Athletics Master (50) - 121
Melee Weapons
1.5 h Warrior Poet LongSword (Daedric)
Damage Range/Reach Qualities
1-8 +10 Slashing (+7), Proven, Absorb Life 5, Fortify Endurance +10,, +5 Flame

ENC:
Ranged Weapons

ENC:
Magic
Equipment


Amulet of Yolnahkriin: Spell Absorption: 3, Courage +25

ENC:
Notes
End = 111, EB= 11. Int = 103, IB = 10

Lifestyle: Aristocratic, 100 Septims/Day.
UESRPG 3e Character Sheet v1.3, made by Tillerz - Updated: 2021-06-19

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